


New Weapon Balance Post
#21
Posted 15 November 2012 - 11:57 AM

#22
Posted 15 November 2012 - 11:57 AM
Virtusx, on 15 November 2012 - 11:48 AM, said:
Points to LRMs "will get a 0.1 damage buff." See that that does for the LRM's.
Well let's see...
4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.
A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage to the Atlas.
Congratulations, you are spending 20 tons on a weapon system that does 17% damage to an Atlas out in the open and which requires a 60k c-bill rearm cost every match. And this is all assuming you can actually fire all 480 missles without someone interrupting you.
Sometimes i wonder if PGI even has an internal testing team. How hard can it to be to grab two guys and say "Okay, you two, take LRMs, shoot them at each other, record damage per volley, and give us the figures in 15 mins."?
Edited by Jun Watarase, 15 November 2012 - 11:59 AM.
#23
Posted 15 November 2012 - 11:59 AM
Also i was under the impression that the main point of the Artemis was to make the missiles hit the same spot more often.. not do more damage per se. (i might be wrong.. not using any missile based mech at this time)
#24
Posted 15 November 2012 - 11:59 AM
Quote
- Artemis is fine where it is at the moment.
- LRMs will get a 0.1 damage buff
#25
Posted 15 November 2012 - 11:59 AM
Edited by Clay Pigeon, 15 November 2012 - 12:00 PM.
#26
Posted 15 November 2012 - 12:02 PM
Though to be honest. I'd rather they worked non-stop on the netcode before "balancing" anymore weapons

#27
Posted 15 November 2012 - 12:03 PM
Random Numbers, on 15 November 2012 - 12:02 PM, said:
Though to be honest. I'd rather they worked non-stop on the netcode before "balancing" anymore weapons

Those two things require different skill sets.
#28
Posted 15 November 2012 - 12:04 PM
Jun Watarase, on 15 November 2012 - 11:57 AM, said:
Well let's see...
4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.
A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage to the Atlas.
Congratulations, you are spending 20 tons on a weapon system that does 17% damage to an Atlas out in the open and which requires a 60k c-bill rearm cost every match. And this is all assuming you can actually fire all 480 missles without someone interrupting you.
Sometimes i wonder if PGI even has an internal testing team. How hard can it to be to grab two guys and say "Okay, you two, take LRMs, shoot them at each other, record damage per volley, and give us the figures in 15 mins."?
I am not disagreeing with you, just pointed out we need to see what it really does in the game. I think part of the TT translation failed with LRM's. Why do I say that? because when rolling for hits for LRM's you grouped into 5 missile chunks and rolled for location. With random hits it increased a chance at cockpit hits (if I remember right did damage to the pilot) or hitting a weak spot. Since no random rolls some weapons got stronger and some lost an advantage or two.
#29
Posted 15 November 2012 - 12:08 PM
#30
Posted 15 November 2012 - 12:13 PM
Gauss is fine.
Dont make good weapons bad.
Make bad weapons good.
Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.
AKA
Make all the **** good.... dont nerf all the **** down.
#31
Posted 15 November 2012 - 12:15 PM
Edited by flackee, 15 November 2012 - 12:18 PM.
#32
Posted 15 November 2012 - 12:16 PM
ReD3y3, on 15 November 2012 - 12:13 PM, said:
Gauss is fine.
Dont make good weapons bad.
Make bad weapons good.
Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.
AKA
Make all the **** good.... dont nerf all the **** down.
That doesn't make sense. All weapons need to have pros and cons. Else, we'll just have one weapon that does the same thing, with different skins.
#33
Posted 15 November 2012 - 12:18 PM
#34
Posted 15 November 2012 - 12:20 PM
Clay Pigeon, on 15 November 2012 - 11:59 AM, said:
They already did last patch. It now puts 6 heat/shot- double of an AC/10, instead of 7 heat/shot.
I was running a dual AC/20 K2 after the patch. Ran really, really nice.
#35
Posted 15 November 2012 - 12:20 PM
#36
Posted 15 November 2012 - 12:20 PM
ReD3y3, on 15 November 2012 - 12:13 PM, said:
Gauss is fine.
Dont make good weapons bad.
Make bad weapons good.
Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.
AKA
Make all the **** good.... dont nerf all the **** down.
This, but also nerf gausscat.
Virtusx, on 15 November 2012 - 11:39 AM, said:
That was the idea behind the old name but PGI disagreed.
Edited by INAPPROPRIATE NAME 0001, 15 November 2012 - 12:21 PM.
#37
Posted 15 November 2012 - 12:24 PM
Jun Watarase, on 15 November 2012 - 11:57 AM, said:
Well let's see...
4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.
A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage.
Please post the evidence indicating this. I would like to see it as launching missiles isn't my fancy.
#38
Posted 15 November 2012 - 12:24 PM
INAPPROPRIATE NAME 0001, on 15 November 2012 - 12:20 PM, said:
Having Gauss rifles blow up more often will do wonders in that regard. I've already had lucky two-shots from behind on K2's mounting them- shot the back left, critted the Gauss, entire side torso blacked out, shot the back right, same result.
If they get the Gauss properly tempermental (they're supposed to go boom easily and often) you're gonna see K2's having parts fly every time a light 'Mech gets on their six and shoots for the guns, not to mention anyone who dumps LRMs on them, since they tend to chew up the side torsos on K2's rather brutally if they don't have their PPC arms.
#39
Posted 15 November 2012 - 12:33 PM
If they did something with the k2's model's side torsos depending on its loadout (similar to the arms of the k2 are loadout dependent now), then it migtht not be such an issue. Of course a quick and easy fix would be to move the MG hardpoints to the CT, and to strip every player-owned k2 next patch.
#40
Posted 15 November 2012 - 12:41 PM
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